{"name":"Physician by LordStrifeDM","overview":"Secluded in a sterile laboratory, a man sweats nervously as he mixes several volatile compounds into a single vial no larger than a finger. His breath catches as the mixture turns a virulent green and foams, then calms as the reaction ends almost as swift as it began. He stoppers the vial, and marks it with a piece of parchment upon which is written \"Medicine\". Washing his hands, he collects his compounds and another vial, beginning the process once more.\r\n[br]Chirurgeons rush across the makeshift hospital, tending to the ailments of the wounded, and making the deaths of those beyond help as painless as possible. As night falls, a furtive figure steals into the tents, collecting vials of blood, strips of flesh, even organs as she weaves between the cots of the living and the dead. Days later, as a storm rages outside, she completes the final stitches on a figure splayed on a table, scratching notes into a well worn journal. She raises an iron rod, and mere moments later lightning strikes, bringing life to\r\nthe amalgamation of flesh and bone she has created.\r\n[br]\r\nDucking the hail of spears and arrows, a woman hastily stitches a wound, paying no mind as to how elegant her work is, seeking only to stop the bleeding and move on as swiftly as possible, saving lives in a rush at the front lines. As she finishes her simple work, a cry rings out for a medic. Her face sets, the fatigue and stress replaced by a single grim smile and another sprint to a soldier in need.\r\n\r\n[b][u]Expert Healers All\r\n[br][\/u][\/b]\r\nThough the way a physician practices their trade may differ from person to person, all physicians carry in them a deep understanding of the body and its mechanics, and can recognize and treat even the most terrible of diseases. Though the exact nature of their knowledge and the way they acquired it might vary by region or nationality, ultimately all physicians are expert scientists and menders of flesh. From the lowliest apothecary to the chirurgeon to a king, a physician can always be counted on to be a master of curative prowess.\r\n\r\n[b][u]Helping Hand\r\n[br][\/u][\/b]\r\nA physician's primary duty is to provide aid, largely regardless of who asks for it. It is for this reason that many physicians swear an oath to \"Do no harm\", taking their profession to heart and being a healer and never one who harms. Still, other physicians might have no qualms about ending the life of an evil individual, or exploiting the less fortunate by holding their skills for ransom. Such physicians are almost universally abhored, and were it not for the necessity of their skill, they would likely be imprisoned or executed.\r\n\r\n[b][u]Creating a Physician\r\n[br][\/u][\/b]\r\nIt is sometimes said that a physician is not made, but is born. Possessed of a desire to know more about the body and the mechanics therein, a physician spends years learning the tools of their trade, and masters the chemical reactions necessary to provide healing without dabbling in petty magicks.\r\n[br]\r\nWhen creating a physician, consider how they learned what they have. Did they stumble upon their knowledge by experimentation, allowing trial and error to guide them into their uncanny knowledge of anatomy? Or were they trained by a physician themselves, learning the proper way to do things at the hands of a wiser and more learned individual? Did they learn the proper precautions the hard way, or was\r\ntheir a steadier hand to guide them along the path of safety? Consider these questions, and the questions of how they ply their trade now. Some physicians do their work for a profit, charging exorbitant rates for even the most simple of curatives. Yet others practice their work and charge nothing, stating that it is simply their duty to help others.\r\n[br]\r\nBecause of their fundamental belief in the laws of medical science, physicians tend towards lawful alignments. They can be either good or evil, though very few evil physicians ever last long on their own, instead working as members of crime networks or as associates to cults. Good aligned physicians are loved and accepted in most any civilized society, though more superstitious regions might consider what they do to be magical or unnatural.\r\n\r\n[b][u]Quick Build\r\n[br][\/u][\/b]\r\nYou can make a physician quickly by following these suggestions. First, Intelligence should be your highest score, followed by Wisdom. Second, choose either the Sage or Scholar backgrounds.","hitdice":"d6","hitpointsfirstlevel":"6+con mod","hitpointsathigherlevels":"1d6+con mod (or 3+con Mod)","armorproficiencies":"Light","weaponproficiences":"Club, Dagger, Dart, Handaxe, and Quarterstaff","tools":"Healer's Kit and Herbalism Kit","savingthrows":" Intelligence and Wisdom","skills":"Pick two from the following: History, Insight, Investigation, Nature, Survival","equipment":"[ul]\r\n[li](a) dagger (b) quarterstaff or (c) club[\/li]\r\n[li]Leather Armor[\/li]\r\n[li]Healer's Kit[\/li]\r\n[li](a) Explorer's Pack or (b) Scholar's Pack[\/li]\r\n[\/ul]\r\n","spellcasting":"","features":"[b][u]Physikker's Skill\r\n[br][\/u][\/b]\r\nA physician is first and foremost a healer, and is capable of\r\nusing their tools to the fullest extent. Starting at level one,\r\nyou may use a single charge from a Healer's Kit as an action\r\nto heal a number of Hit Points equal to your Level times your\r\nIntelligence Modifier(minimum 1). You are also proficient in\r\nthe Medicine Skill, and may add twice your proficiency bonus\r\nto your Medicine skill when using your Healer's Kit.\r\n[br]\r\n[b][u]Mobile Pharmacy\r\n[br][\/u][\/b]\r\nBeing an expert healer means knowing what herbs,\r\nchemicals, and supplements need to be used for your work.\r\nYou know where to look for the necessary ingredients to\r\nrestock your Healer's Kits. At the end of every long rest, you\r\nregain a number of charges to your Healer's Kit equal to your\r\nIntelligence Modifier, provided you still have at least one\r\ncharge remaining in your Kit. If there are no charges\r\nremaining, you can scrounge for materials by making a DC\r\n15 Survival check, and craft a new Healer's Kit with half the\r\nmaximum charges.\r\n[br]\r\n[b][u]Private Practice\r\n[br][\/u][\/b]\r\nWhile all physicians practice the same basic techniques, they\r\npursue very different paths of study on their own. At second\r\nlevel, you choose which practice you would like to study from\r\nthe Medico, Apothecary, or the Corprus paths.\r\n[br]\r\n[b][u]Anatomical Advice\r\n[br][\/u][\/b]\r\nYour knowledge of anatomy extends beyond your own form,\r\nand you have learned to apply that knowledge to beings that\r\nmay not share anatomy with you. As an action, you can study\r\na target, making a Medicine skill check with a DC equal to\r\nthe target's Constitution score. On a success, you may\r\ngrant a single ally within 60 feet advice on how to better\r\nstrike the target, giving them an additional 1d4 to be used on\r\nan attack or damage roll. This die increases to a d6 at sixth\r\nlevel, a d8 at tenth level, and a d10 at fourteenth level. Once\r\nused, you may grant another ally Anatomical Advice. This\r\nability is usable a number of times per long rest equal to 1 +\r\nyour Intelligence Modifier. This ability will also allow a rogue\r\nto utilize their Sneak Attack feature when they would\r\nnormally be unable to.\r\n[br]\r\n[b][u]Trauma Control\r\n[br][\/u][\/b]\r\nThe battlefield can be a dangerous place, and sometimes dire\r\nwounds are struck, with seemingly little chance of recovery.\r\nStarting at level four, whenever you use a Healer's Kit to\r\nstabilize an unconscious creature, they are automatically\r\nstabilized without needing to roll a Medicine check, and it no\r\nlonger expends a usage of your Healer's Kit. Whenever you\r\nuse your Physikker's Skill on an unconscious target, you also\r\ngrant temporary Hit Points equal to your Intelligence\r\nmodifier.\r\n[br]\r\n[b][u]Emergency Transfusion\r\n[br][\/u][\/b]\r\nSometimes just application of medicines doesn't quite do the\r\njob. Starting at fifth level, you may use an action to begin a\r\nblood transfusion with a target within 5 feet of you. During\r\nthis time, you and the target are considered to be restrained,\r\nand remain thus until you end the transfusion. While\r\ntransfusing, you choose a number of Hit Points to heal the\r\ntarget for, and take damage equal to the amount you healed.\r\nFor every 35 Hit Points healed in this way, you must succeed\r\na DC 15 Constitution save or take one level of exhaustion.\r\n[br]\r\n[b][u]Medicinal Rationing\r\n[br][\/u][\/b]\r\nYou've mastered the art of applying medicines to a point\r\nwhere you are able to use your Healer's Kits for much longer.\r\nStarting at seventh level, your Healer's Kits have an additional\r\n5 charges to them. This amount increases to 10 additional\r\ncharges at thirteenth level, and 15 additional charges at\r\nseventeenth level. You also ration your potions, and can get 2\r\ndoses from any potions you imbibe.\r\n[br]\r\n[b][u]Medicinal Fog\r\n[br][\/u][\/b]\r\nBeing able to heal a single individual at a time is good and all,\r\nbut occasionally a group must be healed as a whole. You've\r\nmanaged to concoct an aerosolized form of your medicines,\r\nand can disperse them as an action. Starting at ninth level,\r\nyou may use an action to spend a number of charges no\r\ngreater than your Intelligence modifier from your Healer's Kit\r\nto create a cloud of healing spray. You can heal a number of\r\nHit Points equal to your Intelligence modifier times twice\r\nyour level, divided among a number of creatures within 30\r\nfeet of you equal to the number of charges spent.\r\n[br]\r\n[b][u]Procedural Triage\r\n[br][\/u][\/b]\r\nYour skill at administering aid on the fly has allowed you to\r\napply quick fixes without utilizing the full extent of your\r\nhealing capabilities. Starting at eleventh level, you may use\r\nyour Physikker's Skill to heal half of your maximum total\r\nwithout spending a charge from your Healer's Kit. This ability\r\nis usable a number of times per long rest equal to your\r\nIntelligence modifier.\r\n[br]\r\n[b][u]Anatomy Lecturer\r\n[br][\/u][\/b]\r\nYour skill at advising your allies on the best ways to dismantle\r\nyour foes has reached it's peak. Starting at eighteenth level,\r\nwhenever you use your Anatomical Advice ability, the range is\r\nincreased to 60 feet, and you may grant Advice as a bonus\r\naction on subsequent turns. You also regain all spent uses of\r\nyour Anatomical Advice on a short rest.\r\n[br]\r\n[b][u]Revitalize\r\n[br][\/u][\/b]\r\nYour healing prowess is perfected to the point where even\r\ndeath is a simple matter to cure. At level twenty, you may\r\nexpend 5 charges from your Healer's Kit to restore life to a\r\ncreature that has been dead for no longer than 4 hours. You\r\nmay expend additional charges to increase the amount of\r\ntime the target has been dead by one for each charge spent.","subclasses":"[b][u]Private Practices\r\n[br][\/u][\/b]\r\nAs a physician, your life is one of mastery over the healing\r\narts. To that extent, you hvae dedicated your life to studying a\r\nparticular skillset of medicine to further your abilities. Some\r\nphysicians practice the life of the Medico, seeking to heal\r\nthose wounded on the field of battle while fighting\r\nalongside them. Others choose the life of an Apothecary,\r\nstudying chemical reactions and creating powerful medicines\r\nand stimulants for their patients. Yet others practice the art of\r\nthe Chirurgeon, seeking to learn the truth of mortal\r\nphysiology. Each Practice has its merits and place in society,\r\nthough some civilizations may be more accepting of some\r\nthan others.\r\n[br]\r\n[b][u]The Medico\r\n[br][\/u][\/b]\r\nFound on the front lines of battle, the medico is a fearless\r\nhealer and occasional combatant when it becomes\r\nunavoidable. Brave beyond measure, the medico risks life and\r\nlimb ensuring that his comrades return home safe and sound.\r\nWar DoctorWar Doctor\r\nWhenever you take the Medico practice, you become\r\nproficient with all simple weapons, shortswords, and medium\r\narmor.\r\n[br]\r\n[b][u]Slapdash Treatment\r\n[br][\/u][\/b]\r\nSpeed is imperative on the front lines. Starting at second\r\nlevel, you may use your Physikker's Skill ability as a bonus\r\naction, healing half the normal amount. Additionally,\r\nwhenever you take the Dash action, any opportunity attacks\r\nyou incur are taken at Disadvantage.\r\n[br]\r\n[b][u]Exploitative Advice\r\n[br][\/u][\/b]\r\nAt level six, whenever you use your Anatomical Advice to\r\ngrant an ally your bonus die, you may also choose to nullify\r\none physical resistance that the target may have. This does\r\nnot effect elemental resistances, and overrides resistance\r\nthat the target might have against nonmagical piercing,\r\nbludgeoning, or slashing damage.\r\n[br]\r\n[b][u]Wartime Ministrations\r\n[br][\/u][\/b]\r\nThe battlefield is a hellish place, and even the most seasoned\r\nof veterans can fall prey to it's predations. Starting at tenth\r\nlevel, you may use a charge from your Healer's Kit to remove\r\none of the following conditions as an action: Charmed,\r\nFrightened, Blinded, Deafened, Poisoned, or Paralyzed.\r\n[br]\r\n[b][u]Rapid Restoration\r\n[br][\/u][\/b]\r\nYour skills at swiftly applying restoratives in the heat of the\r\nmoment has reached its peak. Starting at fourteenth level,\r\nwhenever you use your Physikker's Skill in conjunction with\r\nyour Slapdash Treatment to heal as a bonus action, you may\r\nexpend an additional charge to instead heal the full amount.\r\nYou may also now use your Wartime Ministrations as a bonus\r\naction.\r\n[br]\r\n[b][u]Anatomical Intimacy\r\n[br][\/u][\/b]\r\nYour awareness of an opponent's weaknesses and frailties\r\nhas grown to a point where you know how to overcome even\r\ntheir immunities. At fourteenth level, whenever you use your\r\nAnatomical Advice, you may also choose to change the\r\ntarget's immunity to slashing, piercing, or bludgeoning from\r\nnonmagical weapons into resistance to slashing, piercing, or\r\nbludgeoning damage. You cannot then nullify it with\r\nExploitative Advice.\r\n[br]\r\n\r\n[b][u]The Apothecary(WIP)\r\n[br][\/u][\/b]\r\nApothecaries are chemists at heart, mixing their\r\nconconctions and hoping that their knowledge of anatomy\r\nprevents the mixtures from being incredibly harmful. The\r\nbest apothecaries are capable of brewing masterful potions\r\nthat increase strength exponentially while keeping your\r\nintellect intact and whole.\r\n[br]\r\n[b][u]Snakeblood\r\n[br][\/u][\/b]\r\nBeing an apothecary means being exposed to chemicals and\r\nbrews that could poison those with lesser constitutions.\r\nWhenever you take this practice at second level, you become\r\nresistant to poison damage, and make saves against poison at\r\nadvantage.\r\n[br]\r\n[b][u]Pharmaceutical Concoctions\r\n[br][\/u][\/b]\r\nAn apothecary's skill lies in being able to craft special\r\nmedicines and toxins. Whenever you take this practice at\r\nsecond level, you gain proficiency with Alchemist's Supplies.\r\nYou may also expend a charge from your Healer's Kit as an\r\naction to create a special medicine to either aid an ally or\r\nhinder a foe.\r\n[br]\r\nThere are three forms of potion available to an apothecary:\r\nFortifiers, Restoratives, and Toxicants. Fortifiers enhance the\r\nabilities of the creature that imbibes them, Restoratives aid in\r\nthe healing of wounds, and Toxicants are used to poison\r\nthose who drink them. Whenever you use your Pharaceutical\r\nConcoctions ability, you select what kind of potion you would\r\nlike to craft, then choose an effect from the Pharaceutical\r\nConcoctions table.\r\n[br]\r\nHowever, since your crafting is done swiftly, and due to the\r\nguesswork involved in creating a potion that won't cause a\r\nfatal overdose or be to weak to have effect, your potions come\r\nwith Side Effects. When choosing the main effect of your\r\npotion, you also make a roll on the Side Effects table for the\r\ntype of potion you chose.\r\n[br]\r\nYour potions apply their effects for a period of one minute.\r\nIf a creature imbibes another of your potions during this time,\r\nthe primary effect of the initial potion ends, though the side\r\neffect continues, or comes into effect. If this side effect would\r\nnullify the effects of the second potion by causing\r\ndisadvantage or vulnerabilities, the second potion is rendered\r\nuseless with the side effect, immediately causing the second\r\nside effect to occur.\r\n[br]\r\n[b][u]Potent Draughts\r\n[br][\/u][\/b]\r\nYour skill with creating your Concoctions has grown by leaps\r\nand bounds. Starting at level six, whenever you use your\r\nPharmaceutical Concoctions ability, you may spend an\r\nadditional charge from your healers kit to select a primary\r\neffect from the Potent Draughts table in addition to the initial\r\neffect . However, due to the inherent risks of mixing medicinal\r\nbrews on the fly, you now roll on the Potent Side Effects table\r\nwhen determining side effects. Potions crafted using this\r\nability last until your next short rest.\r\n[br]\r\n[b][u]Universal Healthcare\r\n[br][\/u][\/b]\r\nYour time at handing out potions and medicinals has lead you\r\nto a new method of potion rationing. Starting at tenth level,\r\nyour Medicinal Rationing ability allows for any potions you\r\ncraft to be used twice. Additionally, whenever you partake of a\r\npotion, whether craffted by yourself or not, you get an\r\nadditional usage from it, for a total of 3 uses per potion you\r\nimbibe.\r\n[br]\r\n[b][u]Standardized Medications\r\n[br][\/u][\/b]\r\nThough the techniques are still done in haste, your constant\r\ndoping of your allies has given you insight into both their\r\nphysiologies and your own. Starting at fourteenth level, you\r\nchoose a number of creatures equal to your intelligence\r\nmodifier. For these creatures, the Side Effects of a potion are\r\nrolled as if they were a step below on the Side Effects table.\r\nFor example, a Potent Draught crafted for a chosen ally\r\nwould have a side effect determined by rolling on the\r\nPharmaceutical Concoction table instead of the Potent Side\r\nEffects table. Once chosen, these creatures remain your\r\nchosen creatures permanently.\r\n[br]\r\nAdditionally, any potions you craft for yourself have side\r\neffects determined as if the potion were crafted two levels\r\nlower.\r\n[br]\r\n[b][u]Apothecary Apotheosis\r\n[br][\/u][\/b]\r\nYour skill at creating medicinal brews is unparallelled, and\r\nyou now craft potions of incredible potency and duration. At\r\nfourteenth level, you may spend a total of three charges from\r\nyour Healer's Kit to craft a Perfect Potion. Whenever you\r\ncraft a Perfect Potion, you choose an effect from the Perfect\r\nPotion list, the Potent Draught list, and the Pharaceutical\r\nConcoction list, and roll for Side Effects on the Perfect\r\nPotion Side Effects table. Potions crafted this way last until\r\nthe end of your next long rest when taken.\r\n[br]\r\n\r\n[b][u]The Chirurgeon\r\n[br][\/u][\/b]\r\nThe Chirurgeon is a master at operating on and modifying\r\nthe bodies of their patients. They belive that the truth of\r\nmortal physiology can be unoocked by extensive surgery and\r\npractice at reworking the physical forms of their patients.\r\nMaster Chirurgeons are capable of causing incredible change\r\nin their patients, such that they become unlike any member of\r\ntheir race.\r\n[br]\r\n[b][u]Surgical Technician\r\n[br][\/u][\/b]\r\nA chirurgeon must be skilled with the tools and practices of\r\ntheir trade. Whenever you take this Practice, you become\r\nproficient with a special set of tools known as Surgical Tools.\r\nThis tool kit has 10 charges, and you expend a minimum of 1\r\ncharge with it whenever you use an ability from this Practice.\r\nWhenever you gain increased charges from your Medicinal\r\nRationing ability, your number of charges available in your\r\nSurgical Tools kit also increases. Any charges spent from\r\nyour Surgical Tools kit remains spent until you undo the\r\nsurgery you spent the charges for.\r\n[br]\r\n[b][u]Face Sculptor\r\n[br][\/u][\/b]\r\nYour first forays into surgery are mostly cosmetic, allowing\r\nyou to change small portions of the patients appearance\r\ntemporarily. Starting at second level, you can expend a charge\r\nfrom your Surgical Tools to grant your patient advantage on a\r\nchosen Charisma skill check for a number of hours equal to\r\nyour Intelligence modifier. This surgery takes 1 hour to\r\nperform.\r\n[br]\r\n[b][u]Simple Procedures\r\n[br][\/u][\/b]\r\nYour skills with the scalpel have grown, and you are now\r\ncomfortable enough with your tools to begin making simple\r\nmodifications to the bodies of your patients. Starting at sixth\r\nlevel, you may expend a charge of your Surgical Tools, you\r\ncan perform a surgery on your patient. To produce the chosen\r\neffect, you must succeed on a DC 5 Wisdom(Medicine) skill\r\ncheck using your Surgical Tools. If you fail, the charge is\r\nspent anyways, and remains spent until the end of your next\r\nlong rest. You are limited by the number of surgeries you can\r\nperform on a single creature. A creature may have no more\r\nsurgical procedures performed on it greater than their\r\nConstitution Modifier. Simple Procedures take a number of\r\nhours to complete equal to the patient's Constitution modifier\r\nminus your Intelligence modifier, to a minimum of one hour.\r\nThe available procedures are as follows:\r\n[br]\r\n[ul]\r\n[li][b]Subdermal Weave[\/b]: The creature gains resistance to a single form of nonmagical physical attack(piercing, bludgeoning, or slashing)[\/li]\r\n[li][b]Muscular Augmentation[\/b]: The creature gains advantage on all Athletics and Acrobatics skill checks, and increases their carrying capacity by 150 pounds.[\/li]\r\n[li][b]Reflex Amplification[\/b]: The creature makes Initiative rolls at advantage, and increases their Movement by 5.[\/li]\r\n[li][b]Circulatory Improvements[\/b]: The creature gains a number of temporary hit points on a long rest equal to their Constitution Modifier.[\/li]\r\n[\/ul]\r\n[b][u]Under the Knife\r\n[br][\/u][\/b]\r\nYour practice at cutting up patients and putting them together\r\nhas grown prodigiously enough that you're now capable of\r\neven greater implants and operations. Starting at tenth level,\r\nyou may spend 3 charges from your surgical tool kit to create\r\none of the following effects. To be succesful, you must pass a\r\nDC 10 Wisdom(Medicine) check with your Surgical Tools, or\r\nthe surgery fails and your charges remain spent until your\r\nnext long rest. A moderate operation takes a number of hours\r\nto complete equal to the patient's Constitution modifier.\r\n[br]\r\n[ul]\r\n[li][b]Subdermal Meshing[\/b]: The creature gains resistance to nonmagical slashing, piercing, and bludgeoning damage.[\/li]\r\n[li][b]Shine Job[\/b]: The creature gains Darkvision to a distance of 60 feet, or to 120 feet if they alreaady had the Darkvision feature.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li][b]Muscular Intensifiaction[\/b]: The creature may add twice their proficiency bonus to Athletics and Acrobatics, and gains advantage on skill checks involving either skill. Additionally, their carrying capacity is doubled.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li][b]Natural Weaponry[\/b]: The creature gains either a Bite, Claw, or Gore attack, dealing 1d8 nonmagical slashing or piercing damage on a successful strike.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li][b]Adrenal Amplification[\/b]: The creature's Movement increases by 15. Additionally, they may Dash as a bonus action.[\/li]\r\n[\/ul]\r\n[ul]\r\n[li][b]Metabolic Enhancements[\/b]: The creature's Maximum Hit Points inrease by an amount equal to their Constitution Modifier plus the number of Hit Dice they have, and grants them 1 additional maximum hit point per level.\r\n[br][\/li]\r\n[\/ul]\r\n[b][u]Surgical Expertise\r\n[br][\/u][\/b]\r\nYour skills as a surgeon have grown into a mastery of your\r\ncraft. Starting at fourteenth level, you may use your Medicine\r\nskill in conjunction with your Surgical Tools to reattach\r\nsevered limbs and reapir destroyed organs. You also may add\r\nIntelligence modifier to Wisdom(Medicine) checks made with\r\nyour Surgical Tools.\r\n[br]\r\n[b][u]Master Surgeon\r\n[br][\/u][\/b]\r\nYou have grown your skills to a point where you are able to\r\nperform major operations on a patient that radically alter\r\ntheir physiology. Starting at fourteenth level,k you may\r\nexpend 5 charges from your Surgical Tool kit to perform one\r\nof the following surgeries on a creature. You must succeed a\r\nDC 20 Wisdom(Medicine) skill check with your Surgical\r\nTools, losing the spent charges until a long rest on a failure. A\r\nmajor surgery takes 1 full day to complete and take effect.\r\n[br]\r\n[ul]\r\n[li][b]Subdermal Plating[\/b]: The creature becomes resistant to all piercing, bludgeoning, and slashing damage. Additionally, your AC is increased by 3.[\/li]\r\n[li][b]Muscular Replacements[\/b]: The creature may add twice their proficiency bonus to Athletics and Acrobatics skill checks, and gain advantage on those skill checks, and their carrying capacity is doubled. Additinally, either their Strength or Dexterity ability scores are increased by 4, to a maximum of 20.[\/li]\r\n[li][b]Regenerative Organs[\/b]: The creature regenerates a number of Hit Points equal to 1d10 plus your Intelligence modifier per round.[\/li]\r\n[li][b]Wings[\/b]: The creature gains a fly speed of 60.[\/li]\r\n[li][b]Venomous Weapons[\/b]: The creature gains either a Bite, Claw, or Gore attack, dealing 1d10 piercing or slashing damage, plus an additional 1d8 poison damage.[\/li]\r\n[li][b]Sensory Receptors[\/b]: The creature gains advantage on Wisdom(Perception) checks relying on sight, smell, or hearing. Additionally, their Passive Perception is increased by 3.[\/li]\r\n[li][b]Corrozive Salivary Glands[\/b]: The creature gains a breath weapon attack. The attack is a 15 foot line, and deals 1d10 Acid damage whenever the target fails a Dexterity save with a DC of 8+ the patient's proficiency + the creature's Constitution modifier.[\/li]\r\n[li][b]Vestigial Arms[\/b]: The creature gains a pair of extra arms. These arms cannot be used to wield weapons or hold shields. They can be used to cast spells with somatic components, and they increase the creature's carrying capacity by 200. Additionally, they grant you a climb speed of 30, and advantage on Athletics checks made to grapple another creature.[\/li]\r\n[li][b]Amphibious Adaptations[\/b]: The creature is now able to breathe underwater, and gains a swim speed of 60.[\/li]\r\n[li][b]Predatory Vision[\/b]: The creature gains Darkvision to 120 feet, or to 200 feet if they previously had Darkvision. Additionally, the creature can see details in bright light to a distance of 1 mile.[\/li]\r\n[li][b]Preternatural Senses[\/b]: The creature gains Blindsense to a distance of 60 feet, and can no longer be surprised.\r\n[br][\/li]\r\n[\/ul]\r\nStarting at fourteenth level, a Chirurgeon can also operate\r\non themselves, though the DC for the operation is increased by 5,\r\nwith all other rules applying normally.","tabledata":"","tags":"Physician,Homebrew,DND5e,LordStrifeDM","isShared":"on","templateId":"25","blockId":"422039"}